/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/UserSettings/EnhancedInputUserSettings.h
Resets each player mapped key to it's default value from the Input Mapping Context that it was registered from. If a key did not come from an IMC (i.e. it was added additionally by the player) then it will be reset to EKeys::Invalid.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Enhanced Input|User Settings", Meta=(AutoCreateRefTerm="FailureReason")) virtual void ResetAllPlayerKeysInRow ( const [FMapPlayerKeyArgs](API\Plugins\EnhancedInput\UserSettings\FMapPlayerKeyArgs) & InArgs, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & FailureReason )